Necropolis (Gaunt’s Ghosts) by Dan Abnett

Dan Abnett, Necropolis, Black Library, 2000

In a vast hive-city on a distant world, an alarm sounds. It blares all throughout the city, and we see in rapid succession the reactions of a miner beneath the alien soil, a housewife at a market, a soldier on the walls, a factory foreman, a ruthless trader and a young noblewoman. In this way, the first few pages of Necropolis by Dan Abnett give us a sweeping but economical cross-section of the city of Vervunhive in the moment when its tens of millions of inhabitants receive the first sign of the unimaginable destruction that is coming.

A vast Chaos-corrupted army descends on Vervunhive, and over the following days and weeks the poor souls we’ve just been introduced to are put through hell. One is killed in the first savage bombardment; another develops from his pre-war existence to heroic status as a resistance fighter; another endangers the defense of the city in the interests of war profiteering. Meanwhile all around them, the city collapses by degrees into a ruin and, as the novel’s title suggests, there is a whole lot of mortality.

The cover of the ebook edition. I found this image on lexicanum (https://wh40k.lexicanum.com/wiki/File:Necropolis-cover.jpg#filehistory) where the artist is uncredited.

Gaunt’s Ghosts

Friendly forces arrive from offworld to help defend the city, including the Tanith First Regiment led by the heroic Colonel-Commissar Ibram Gaunt. This is the third novel starring Gaunt and his Ghosts, a regiment of scrappy light infantry fighters from a world lost to Chaos. First and Only and Ghostmaker flesh out the regiment’s characters in a way that Necropolis is too busy to do. But Necropolis is still bigger and better, and it can be read on its own. And, like most Black Library novels, it can be enjoyed as a military sci-fi epic, without any knowledge of the tabletop wargame hobby on which it is based.

Still, it has some of the familiar features of those other stories: Gaunt’s most difficult battles are against cynical, cruel and complacent people on his own side; the Tanith Ghosts are underestimated by snobbish other regiments recruited from wealthier and, well, not-dead planets; in spite of all this, Gaunt and the Ghosts save the day and win their internal and external battles. If more high-ranking servants of the Imperium of Man were like Comissar Gaunt, maybe it wouldn’t be such a dystopian nightmare of a society – which makes it kind of tragic that he serves it.

Unlike the previous novels, Necropolis has a fairly reasonable gender balance, because of the focus on various women from Vervunhive and the role they play in the resistance, often in the face of condescension from some of the less sympathetic Tanith Ghosts. Another departure from its predecessors is that it focuses on a single momentous battle, the Stalingrad of the Sabbat Worlds crusade, and tells the story from start to finish. For the first time, we see Gaunt commanding at a strategic level. Himself and Dan Abnett both are working with a bigger canvas, after finding their feet with two simpler novels, and that’s awesome.

We see refugees overrunning the police cordons that stand between them and safety, occupying factories and warehouses without permission, and organizing themselves into work teams. We see miners and women from textile mills, many of them permanently deafened from shellfire, forming guerrilla units behind enemy lines on their own initiative. These sub-plots are compassionate stories about the most downtrodden imperial subjects claiming some agency in terrible conditions. These stories also give an impression of Vervunhive as a place with lots of people and moving parts. It is a living, breathing place – for now.

Toby Longworth is great

I listened to this novel as an audiobook. I rarely re-read a book and it is rarer still with audiobooks; there are only two I’ve ever taken the time to give a re-listen, and Necropolis is one of them. Toby Longworth reads all the Gaunt’s Ghosts audiobooks, and he is just fantastic to listen to. He gets the tone of the ‘grim, dark future’ just right. I usually hate it when readers put on lots of elaborate accents, but Longworth gets away with it. Like the dwarves in Peter Jackson’s Hobbit movies, the Tanith Ghosts have an array of regional British and Irish accents, suggesting that their world of agriculture and forestry was home to a range of cultures, but not a particularly wide or exotic one. In Ghostmaker and Honour Guard, Longworth does a perfect impression of Alec Guinness for a couple of senior characters in Gaunt’s flashbacks. The officer class, you see. The regiment’s chief medical officer Dorden has a dreadful Irish accent, but somehow Longworth’s performance is still good, and I still believe him as a character. The very likeable Colonel Corbec has an Irish accent too, and his one is much better.

Why did I like this book, and who would not like it?

I was a Warhammer hobbyist for a few years around age 11-16, and Imperial Guard were my second choice after Orks. Hence the appeal of this book to me, even twenty years removed from the life of drybrushing, gluing and rolling meteor showers of dice. I’ve also always had a fascination with all things military, and with alien worlds and future civilisations, and with various episodes of human history that resonate in the visuals and language of Warhammer. But it’s not just the future or the past. For me, horror is catharsis. Appalling death and destruction, at a safely fantastical or science-fictional remove, and contained within the frame of a story, eases the mental pain one feels at the real horrors of the world.

There are parallels, there is applicability – but there is also the safe distance of several hundred lightyears and thirty-eight millennia. Without getting too dramatic (here I wisely deleted 500 words where I got too dramatic), fiction, including genre fiction based on an elaborate game involving toy soldiers, gives us a space to feel things safely. There is, however, the overhead cost that we risk fetishizing death and destruction. In our culture and in individual people, it becomes hard to tell where this search for catharsis ends and the simple glorification of war begins.

Abnett is prolific, and he might not even remember writing this quarter-century-old novel. But I hope he knows he did a skillful and spirited job here of depicting war: gore-splattered, dynamic, technical, kinetic, but at the same time sensitive to human suffering.

But to people who do not like to read about gore, cathartic destruction, war stuff, intense human suffering on an epic scale, or fantastical future settings, I’ll level with you: Necropolis is probably not your cup of tea.

The section on Commissars from the Warhammer 40,000 3rd Edition Imperial Guard codex (1999), contemporary with Necropolis. Images and text belong to Games Workshop ltd

Necropolis should be on TV

I wrote in my most recent post that I was going to suggest a Black Library novel that ‘they’ should base the planned Warhammer 40K TV series on. ‘They’ being, I suppose, Henry Cavill and Amazon. Since these personages are not to my knowledge regular readers of The 1919 Review, it should be clear to the reader that the thoughts I am sharing are just a fun exercise. The corporate entertainment industry are gonna do what they’re gonna do. That’s bleak, but the alternative, that they would try to triangulate between posters, vloggers and maybe even bloggers and make a pathetic effort to please the most hyper-engaged people on the internet, would be pretty bad as well. So let us write and read this free of any illusion that we have any control over the outcome. This is not intense fandom. This is just fun and chill.

These caveats made, here’s why ‘they’ should make a Warhammer TV series based on Necropolis. Even though, to be clear, they will probably make eight dismal hours of 300 with boltguns.

Gaunt is the archetypal TV male lead character: stern, compassionate, imperfect but always fundamentally right, beset by challenges from people of lesser stature. He is Coach Taylor from Friday Night Lights, but instead of American Football it’s purging the heretic. He’s Edward James Olmos in Battlestar Galactica, only younger and more athletic: from time to time he revs up his chainsword and wades into a melée, chopping off limbs right and left. Walter White, Tony Soprano, forget about your petty rackets: the dubious cause which Gaunt serves makes him a classic TV antihero.

I noted above that Necropolis has a fair balance of men and women as characters, which would be a big advantage over a lot of other Black Library novels.

(Honourable mention here for Sandy Mitchell’s Ciaphas Cain novels, which have some ingredients of a good TV show – except that Commissar Cain’s narrative voice is so crucial to the irony at the heart of these stories.)

I also remarked that Necropolis is focused on a single location, which allows not just for savings on sets, props, costumes and effects, but for the kind of rich and dense environmental storytelling and set design that this kind of project absolutely needs. Necropolis gives us a cross-section of Imperial society, as opposed to a glimpse of the frontlines in various warzones. What better introduction to the grim darkness of the far future?

In Necropolis the Tanith are backed up by a heavy tank regiment, the Narmenians, who storm in to save the day at a crucial moment. For TV, I say, replace these guys with a hundred Space Marines. First, because the audience wants to see Space Marines. There can, and must, be Adeptus Astartes. Second, because they would serve the same purpose – as the heavy forces which wade in and make a right mess of the enemy. They would make a heavier visual impact than tanks, while probably being cheaper to put on the screen.

All in all, Necropolis is just a cracking good story, a simple situation and idea brilliantly executed. For a TV audience it would be a fantastic introduction to the 41st millennium.

300 with Boltguns – no thanks; Or, How Warhammer could be a good TV show

Warhammer 40,000 has surged in popularity in the 2020s. It has broken into the United States, and there has been a new proliferation of videogame adaptations. A couple of years ago Amazon bought the rights to make a TV show set in the grim, dark future in which this tabletop wargame is set, which has led to speculation and discussion about what such a show would look like. I decided to share my thoughts, and they ended up being a meditation on the unique appeal of this hobby and setting.

Don’t make it about the Space Marines…

We do not know if the Warhammer 40,000 TV series will actually be made. But I have a dreadful premonition that if it is made it will turn out to be mostly lads in power armour doing stilted dialogue in front of  fuzzy CGI landscapes.

The Space Marines are good for miniature wargaming: chunky, iconic and with cool abilities. But I can’t imagine them making up a good cast of characters on TV. If the camera has to linger on them for longer than a few minutes they will get really boring, really fast.

By definition they are all ultra-zealous supersoldiers, and I don’t see much dramatic potential there without really stretching the bounds of the setting.  I fear the screenwriters will stretch it and break it, resorting to the war movie clichés, and there will be a streetwise city Space Marine and a naive farm-boy Space Marine, a Space Marine who is a petty thief and pedlar, a fat clumsy Space Marine, a nerd Space Marine, a Space Marine who shows people a picture of his girlfriend back home, etc. There might be room, maybe, for one religious Space Marine. Stock characters are not necessarily a bad thing in general, but they won’t work as Space Marines.

Three Space Marine scouts. These are metal miniatures from the 2000s painted by yours truly back in those days.

The other problem with the Adeptus Astartes is that they would cost an absolute bomb to put on the screen. How are they going to lumber around on set with any comfort or dignity in all that massive armour? If it’s light enough for them to wear, the weight of it won’t sit right, won’t look good; if it’s heavy enough to look convincing the actors just won’t be able to do it. CGI will have a lot of sins to cover up, and there goes your budget.

So who should the TV show be about? Easy: the Astra Militarum, aka Imperial Guard, because they are relatable and human but exist on a sliding scale of weirdness. They can be stock war movie characters, or they can be the Death Korps of Krieg, or anything in between. The writers have more freedom. Costumes and kit would be much cheaper: extras could be army reservists from whatever country they film in, maybe even, if we are really short of funds, wearing their actual uniforms, decorated of course with plenty of skulls and aquilas. They are canonically multi-racial and multi-gendered, so you could cast these characters pretty much any way.

The Tau would be another faction that could be interesting to show.  Avatar shows that it can work when you base a story around blue and heavily made-up and CGI’d aliens who are still humanoid and relatively sympathetic. Some similar points apply to the Aeldari. But the Astra Militarum would be so much more straightforward.

…but have Space Marines in it

But the Adeptus Astartes are iconic. They have to be in the show, or people will feel cheated. Here’s an easy solution: include them. Have a squad or a company of them, and make them secondary characters. We see them for 5-10 minutes in each episode, and in the finale they stomp in and help turn the tide. The less we see of them, the cooler they will be. Also, if they are not the main characters, you can make them as weird and fanatical as they should be. You can also spend plenty of money to get them right, because you would make savings based on their limited screen time.

Tell a (relatively) small story

Warhammer 40,000 is a famously baroque and extravagant setting. Aside from half a dozen human factions, we have Chaos, Aeldari, Drukhari, Orks, Tau, Necrons, Tyranids and Leagues of Votann. At that, I’ve probably missed a few. Each faction has its strengths and weaknesses and its aesthetic. Then within each faction, we have numerous sub-factions (Goffs, Bad Moons, etc for the Orks; Aeldari Craftworlds, cults of Chaos). And each sub-faction has its strengths and weaknesses, aesthetic, etc too. Even after all that, there are more than enough lacunas in the lore for players to make up their own craftworld, Space Marines chapter, Astra Militarum regiment, etc. Each faction has dozens of troop and vehicle types, each with its own set of stats and rules and its own intricate resin miniature; the hobbyist glues each miniature together from parts and then paints it according to their own creative vision.

Another of my old miniatures that I was able to find. An Imperial soldier has just hijacked a bike from an Ork. This hobby is all too expensive and time-consuming for me now, so I haven’t painted an Ork for nearly 20 years. I still buy the odd copy of White Dwarf magazine and read Black Library novels. And I still appreciate the continuum from the smallest resin hip-flask to the galaxy-spanning civilisation.

I think it’s the medium of the tabletop wargame that gives it the freedom to get so weird and wide-ranging. Novels have to be focused on character and plot, TV shows more so, movies most of all. You might see elaborate worldbuilding in, say, a very long series consisting of very long books (George RR Martin), an open-world videogame (Fallout: New Vegas) or in a sprawling comic that runs for decades (Marvel, DC). But a tabletop wargame is even more freed from the constraints of character, plot and narrative focus.

A novelist has to think about how to work in some backstory or try to make the exposition more interesting. Warhammer hobbyists are happy to buy army books in which (alongside rules, tips, artwork, etc) platefuls of backstory and exposition are served up without any attempt at “working them in subtly.” It’s open-ended; it’s better if it doesn’t go anywhere. No hero is going to come along and fix this horrifying future. The point is that the setting is suitable to have a battle in.

What does all this mean for a TV show? Pitfalls. The writers will have to convey a sense of that breadth and depth while also telling a cohesive story. A lot of Black Library material is sprawling and epic in a way that would not translate to the small screen. There are over fifty books in the Horus Heresy series! So I hope they don’t try to tell *the* story of Warhammer 40k, with the Emperor and the primarchs as characters. The fall of Cadia would be another dangerous one to try. These kinds of stories would cost too much, and be too solemn and gargantuan to give new audiences a point of entry. 

The featured image is an equally solemn and gargantuan statue of a Space Marine at Warhammer World. By Julie Gibbons, via Wikipedia Commons

Think smaller. Stick to one planet, or even one city or one battlefield. ‘Thinking small’ in the context of 40k could still encompass a gigantic city with lots of ecclesiastical mega-architecture, or an arsenal-moon with a gun cannon bigger than Australia. A hive city would allow for a good mix of studio interiors and miniature or CGI exteriors.

I was not a great painter, and as a commander I had a terrible habit of getting all my soldiers killed. But what I really loved was converting, ie, gluing miniatures together in interesting ways that, while lore-friendly, were not anticipated by the designers.

Here are ideas of the kind I think could work:

Inquisitors investigate a Genestealer cult. A full-scale Genestealer rebellion breaks out later in the season. After the Imperium forces win in the final episode, we strike a fatalistic note with the discovery of an approaching Tyranid hive fleet, of which our Genestealer cult was just a forward outpost.

A group of civilians and assorted imperial soldiers are trapped behind enemy lines by a sudden enemy advance and fight a partisan war.

Imperium and Eldar/ Tau/ Votann forces are forced to bury the hatchet and ally against a Chaos onslaught that threatens them all. The grim, dark, fatalistic note could sound when it ends with the trial and execution of our main character on charges of working too closely with xenos.

Use what you’ve got

A simple story set in a limited location allows for the more full building of a world. In a film like Children of Men, the most important things accumulate in the background or in brief glimpses. The visual and auditory richness of that movie shows what could be possible in a 40k series.

It is already such a visually rich world. A TV show would have an absolute wealth of material to draw on. No need to reinvent the wheel in terms of costumes, decor, set design, etc. Give us half-robotic flying cherubs and guys with pipes sticking out of their faces. Give us flying buttresses and computer terminals set into ornate pulpits, and skulls everywhere.

Get it right

I talked earlier about how 40K is open-ended, that there’s no real need for narrative focus as far as the tabletop wargame is concerned. But it would be a big mistake to think this means it’s shapeless or meaningless. What 40K does have is a distinct aesthetic and tone (maximalist, gothic, totalitarian, grotesque, with a hint of satire), plus rules that are (of necessity) pedantically exact. This provides a backbone to the sprawling lore. Its not that there’s ‘no point’ to the lore or backstory or that it ‘goes nowhere.’ If I’m building an army of Chaos Marines who worship the plague god Nurgle, I’m going to assemble them so as they look diseased and paint them in sickly greens. If I have an army of Orks I know they are very poor shots with ranged weapons but strong in hand-to-hand; my tactical challenge is to get them to close in on the enemy fast. Good thing I have some Stormboyz, ie, Orks with rockets on their backs.

So the lore is not arbitrary or pointless. It gives purpose to the hobbyist and clear rules to the gamer.

My Imperial Guard officer holds a holy book which I think I borrowed from an Inquisitor kit. Back then they were Imperial Guard, now they are called Astra Militarum. Most of my knowledge is from that earlier iteration of the game.

A TV show would have to get such details right. There is room for great variation in the 40k Galaxy, but if we see Orks who are crap at close quarters combat, or Nurgle Marines with a general air of good health, that will be a problem.

Imperial Guard sniper, adapted from plastic Cadian kit and metal Catachan heavy weapon loader, if memory serves

Another pitfall would be if the story and setting are played straight. The Imperium of man is a monstrous society, combining the 17th Century wars of religion with the height of Stalinism. Please understand before you begin that a Space Marine is not a US Marine in space. He is what it would look like if Buzz Lightyear joined ISIS.

We identify with the Imperium because we see in it something of ourselves, even though that something is a savage caricature of human history’s most repressive and fanatical tendencies.

And in turn, isn’t Chaos just a caricature of the Imperium? Maybe if imperial citizens weren’t primed and traumatized their whole lives by the grotesque imperial cults, they wouldn’t find the Chaos gods so appealing. If life wasn’t so miserable in the Imperium, maybe its people wouldn’t regularly see guys who look like Mad Max villains crossed with actual maggots and say, “Where do I sign up?”

A vein of fatalistic humour should run through this grim, dark story. For tone, think along the lines of Paul Verhoeven, Mortal Engines, Judge Dredd and Fallout (well, West Coast Fallout, not East Coast Fallout, which is an instructive example of inappropriately playing it straight). It’s not Star Wars. And on the other extreme, we don’t want ten hours of 300 with boltguns.

Another small conversion. An Imperial Guard soldier covers his airways while purging heretics with flamer.

A related idea: what if the series was a straight adaptation of an existing Black Library novel? I actually have a specific one in mind. But I’ll leave that for another post. Stay tuned. Meanwhile share your own thoughts in the comments. What faction should a TV show focus on? Is there any book you’d like to see adapted? Can you see a way small-screen Space Marines could work?